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(Started to flesh out the 4e Hexblade, but circumstances got in the way. Will need to finish the other pacts at a later date.)
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==4th Edition D&D==
==4th Edition D&D==
In [[4e]] they work differently. Like a [[Warlock]] a Hexblade has forged a pact with powerful entities like the Fey or Fiends, but instead of getting PHENOMINAL COSMIC POWAH he gets a sword instead. Most of the time the Hexblade's patron gives this so that it [[Khorne|can be used to shed blood/souls of the unbelievers for the glory of the <strike>blood god</strike> Hexblade's patron]]. They use their sword in one hand and an implement in the other, making for an offense-oriented character. As above, they require a combination of Charisma, Strength, Dexterity and Constitution to work, making them still [[MAD]] across editions.
Hexblades returned in [[Dungeons & Dragons 4th Edition]] as part of the Essentials array of [[Variant Class]]es. Presented in the [[splatbook]] "Heroes of the Forgotten Kingdoms", they're an alternate version of the [[Warlock]]... just why WotC thought they were needed, given 4e already had a solid [[gish]] base-class in the [[Swordmage]] is unknown, but then, Essentials was full of weird ideas. They went on to bring back the [[Bladesinger]] as a variant [[Wizard]], after all.
 
4e Hexblades are still Arcane Strikers based on [[Charisma]], just like their progenitors. The difference is that they are more aimed at close-range, fighting with an implement in one hand and a Pact Blade in the other. What's a Pact Blade? Well, like a true [[Warlock]], Hexblades forge mystic contracts with powerful entities - the default Hexblade has access to the Fey and Fiend pacts, gaining a Star pact in Dragon #393 alongside a variant of the Fey Pact tied to a specific [[Archfey]], an Elemental Pact in "Heroes of the Elemental Chaos", and a Gloom Pact in "Heroes of Shadow". Unlike Warlocks, Hexblades receive a physical manifestation of this pact in the form of an enchanted weapon specific to their patron. They have access to unique spells tied to their Pact Blade, and gain certain features based on their Pact as well. One unusual aspect is that, unlike the conventional Warlock, Hexblades are also [[Conjurer]]s, with the ability to summon certain monster allies based on the combination of their level and their Pact.
 
Despite what you'd think, Hexblades are less [[MAD]] in this edition; their melee-based powers all key off of Charisma, same as their ranged spells, and unless for some reason you really want to rely on basic attacks a lot, that makes Strength a low priority. That said, you'll want to make either Dexterity or Constitution (for evading or tanking) your secondary ability score.
 
At 1st level, a Hexblade gains the class features of ''Pact Boon'', ''Pact Reward'' and ''Pact Weapon''. The ''Pact Weapon'' has certain universal rules; it can be summoned as a minor action so long as you are holding your implement in the other hand, and it only lasts as long as you both will it and you maintain your hold on both items. A pact blade has its own proficiency bonus and damage die, but shares your implement's enhancement bonus, critical hit effect, properties and powers. It can't be enchanted separately. When you use a power associated with your pact weapon and the power has both the weapon and the implement keyword, you are considered to be wielding both your pact weapon and your implement for the purpose of feats and other game elements.
 
At 3rd level, it gains the ''Improved Pact Weapon'' feature, which lets it use its Pact Blade's associated Encounter power 2/encounter..
 
At 4th level, it gains the ''Lesser Planar Ally'' feature, which lets them summon a tiny spirit to serve as a spy or scout 1/day.
 
At 7th level, it gains the ''Pact Weapon Retribution'' feature.
 
At 9th level, it gains the ''Summon Warlock's Ally'' feature.
 
At 11th level, it gains the ''Hexblade's Action'', ''Pact Aspect'' and ''Pact Curse'' features.
 
At 12th level, it gains the ''Pact Invocation'' feature.
 
At 16th level, it gains the ''Improved Pact Boon'' feature.
 
At 17th level, it gains the ''Superior Warlock's Ally'' feature, which grants its Warlock's Ally a +3 bonus to damage rolls.
 
At 20th level, it gains the ''Pact Transformation'' feature.
 
At 22nd level, it gains the ''Master of Magic'' feature. This s a Daily Utility power unique to epic-level hexblades, which can target either the hexblade itself or an ally in a 5-square burst. The target can either be teleported 20 squares, spend a healing surge & make a saving throw with a +5 bonus, or gain the Insubstantial trait (at the cost of being Weakened) until either the encounter ends or they spend a minor action to end the effect.
 
At 25th level, it gains the ''Greater Summon Warlock's Ally'' feature.
 
===Hexblade Pacts===
====Fey Pact====
Strangely, the default version of the Fey Pact for Hexblades is associated with the [[archfey]] of the Winter Court, giving you a reliance on cold damage. This may be a result of the more limited designs of Essentials classes needing stricter defined power-sets.
 
''Pact Boon:'' You can use your Dexterity modifier (with a cumulative +2 bonus at levels 5, 15 and 25) as a damage bonus to your warlock attack powers. It also applies to the damage rolls of your Warlock's Ally from 9th level onwards.
 
''Pact Reward:'' Soul Step, an at-will (though 1/round) teleport of squares equal to your Dex modifier triggered when you drop a creature to 0 hit points or an adjacent creature drops to 0 HP.
 
''Pact Weapon:'' The Blade of Winter's Mourning, a one-handed melee light blade made from an unearthly blue metal. It has a proficiency bonus of +3, uses a d10 damage die, and grants access to the at-will & encounter attacks Icy Skewer and Piercing Shard, respectively.
 
'Pact Weapon Retribution:'' Winter's Retributive Escape, an encounter attack power that lets you teleport away from an enemy's melee attack whilst inflicting cold & psychic damage.
 
''Summon Warlock's Ally:'' You can summon a Wood Woad, a humanoid plant armed with a big club, tough skin, and driven to protect you.
 
''Hexblade's Action:'' When you spend an action point, you can use a free action to turn invisible and teleport Dex modifier squares, either before or after you take the extra action. You remain invisible until the end of your next turn.
 
''Pact Aspect:'' +2 to Bluff checks, +1 to Speed.
 
''Pact Curse:'' You can use the Curse of Shattered Armor 1/encounter. This inflicts 3d10 + Cha modifier damage on an enemy within 5 sqaures and causes them to grant combat advantage until the end of your next turn.
 
''Pact Invocation:'' You can use the Fey Invocation 1/day; until the encounter's end, roll a D20 whenever you take damage. You double the damage on a 1-2, halve it on a 10+, and take it as normal otherwise.
 
''Improved Pact Boon:'' When you use Soul Step, you become invisible to your enemies until the end of your next turn.
 
''Pact Transformation:'' The Feywild Transformation can be invoked 1/day. Until the encounter's end, you gain a +2 power bonus to Reflex and Will, can teleport up to 3 squares as a move action, and, 1/round, can use the secondary power, which inflicts psychic damage on all creatures within a close burst 1 and renders you invisible to any of them that you hit until the end of your next turn.
 
''Greater Summon Warlock's Ally:'' Your Greater Ally is a Frostbite Treant, a [[treant]] from the wintery regions of the [[Feywild]] that thusly wields gouts of cold and soul-sucking limbs to protect you by destroying your enemies.
 
=====Fey Pact of the White Well=====
''Pact Boon:''
 
''Pact Reward:''
 
''Pact Weapon:''
 
'Pact Weapon Retribution:''
 
''Summon Warlock's Ally:''
 
''Hexblade's Action:''
 
''Pact Aspect:''
 
''Pact Curse:''
 
''Pact Invocation:''
 
''Improved Pact Boon:''
 
''Pact Transformation:''
 
''Greater Summon Warlock's Ally:''
 
====Fiend Pact====
''Pact Boon:''
 
''Pact Reward:''
 
''Pact Weapon:''
 
'Pact Weapon Retribution:''
 
''Summon Warlock's Ally:''
 
''Hexblade's Action:''
 
''Pact Aspect:''
 
''Pact Curse:''
 
''Pact Invocation:''
 
''Improved Pact Boon:''
 
''Pact Transformation:''
 
''Greater Summon Warlock's Ally:''
 
====Star Pact====
''Pact Boon:''
 
''Pact Reward:''
 
''Pact Weapon:''
 
'Pact Weapon Retribution:''
 
''Summon Warlock's Ally:''
 
''Hexblade's Action:''
 
''Pact Aspect:''
 
''Pact Curse:''
 
''Pact Invocation:''
 
''Improved Pact Boon:''
 
''Pact Transformation:''
 
''Greater Summon Warlock's Ally:''
 
====Gloom Pact====
''Pact Boon:''
 
''Pact Reward:''
 
''Pact Weapon:''
 
'Pact Weapon Retribution:''
 
''Summon Warlock's Ally:''
 
''Hexblade's Action:''
 
''Pact Aspect:''
 
''Pact Curse:''
 
''Pact Invocation:''
 
''Improved Pact Boon:''
 
''Pact Transformation:''
 
''Greater Summon Warlock's Ally:''
 
====Elemental Pact====
''Pact Boon:''
 
''Pact Reward:''
 
''Pact Weapon:''
 
'Pact Weapon Retribution:''
 
''Summon Warlock's Ally:''
 
''Hexblade's Action:''
 
''Pact Aspect:''
 
''Pact Curse:''
 
''Pact Invocation:''
 
''Improved Pact Boon:''
 
''Pact Transformation:''
 
''Greater Summon Warlock's Ally:''


==5th Edition D&D==
==5th Edition D&D==

Revision as of 23:07, 22 June 2018

A Hexblade is an arcane/martial hybrid class in Dungeons & Dragons.

3rd Edition D&D

In 3e he is more or less an arcane Paladin, just slightly worse.

He has curses, full base attack bonus progression (+1 per level like a fighter), a companion familiar (instead of a mount), has good will saves, casts magic spontaneously, has a big hit die and gets the occasional bonus feat dedicated to improving spellcasting.

The class is superficially like a Duskblade, which is also a hybrid Arcane/Martial class. Unfortunately Hexblades do not start with the ability to cast spells and only casts fewer spells-per-day, on the plus side their spell list are improved making them slightly more variable than Duskblades, but unfortunately that's where the comparison ends.

As a caster, he cannot wear anything heavier than light armor, his other saves suck dick and cannot be good (becoming so results in the loss of all your powers and your familiar). Also, his class features don't entirely mesh well with his function, since cursing and arcane resistance is all well and good, his spellcasting abilities do not make him a replacement for the group's primary arcane caster and without any combat features he doesn't stand up front as a fighter either. So the Hexblade doesn't really work as either a Caster or a Warrior. Duskblades do this much better.

He will also need a combination of Charisma (for his spells), Strength (for his attacks), Dexterity (to not die) and Constitution (also to not die), leading to heavy MAD. Pathfinder would later port the hexblade as an archetype of the Magus class, called a hexcrafter. They sacrifice their spell recall ability to gain access to curses in their spell list and the ability to learn witch hexes instead of magus arcana.

Making Hexblades Work

You will be best served by taking spells that increase your own fighting abilities and survivability through not getting hit: by picking your spells wisely you can fill up a few niches as they up, from flanking an enemy and serving as the rear guard to punishing enemy casters. Do note that the class is not considered to be very good, because while the Hexblade can fill certain openings as they fall he cannot fill them as good as someone fit for that job can.

Prestige class options are very similar to the Duskblade options, made slightly easier to qualify later in your career since you have a broader range of spells. Unfortunately it can't really be said which way you "should" go, since you picked a character class that didn't really have a job to start with.

Dragon Disciple from the core rules works for the Hexblade moreso than Bards or Sorcerers who have to give up much of their spellcasting potential in order to gain buffs that take them out of their comfort zones. As a "Fighting class" who can spontaneously cast, sacrificing most of your spellcasting ability (no great loss) for a series of permanent physical buffs that could help steer your character into a front line role, rather than the confused position the Hexblade normally occupies. Though unlike the Prestige class options noted below, the BAB of the Dragon Disciple follows the 3/4 progression of the cleric, so you do trade away some accuracy for the added strength (which net-outweighs the BAB loss unless you're looking for an extra attack early on) defense and class features, so it's your call...

Abjurant Champion from Complete Mage works acceptably, since it improves your combat abilities by allowing you to burn unused spell slots for temporary bonuses. Other features improve your survivability, but this is mostly situational since your caster list does not include Mage Armor as standard, so you'll have to settle by augmenting your other protection spells, such as Shield.

If you are Elf/Half-Elf, the Bladesinger class works alright with Hexblade levels, though it means fencing yourself into a duelist role by fighting one-handed and makes you more MAD considering that it needs INT to function to its best. Just don't take it too far, as you start losing out on class features as you can already cast in light armor.

Spellsword is where you want to be if you want to stick it as a Hexblade and improve your combat abilities, though you need to have both Medium/Heavy armor proficiency and level 2 spells, meaning you need be around level 8+ to take this class.

If you can pick up the Rage ability from somewhere, either by multi-classing one level of Barbarian (or taking the Eye of Gruumsh prestige class if you are Half-Orc/Orc) then Rage Mage might be the class for you, while it improves neither your spellcasting or your BAB to its best possible ability, the class features do synergize well with the Hexblade, allowing you to cast spells while raging and wear medium armor without penalty.

One thing that actually does kick ass about hexblades is their familiar. Normally, familiars kinda suck because they have to run off your stats, and you're a wizard living in fear of rats and kittens. Hexblades, however, get a familiar that runs off the stats of a combat class, meaning they have pretty good hit points and attack bonuses. This also opens up the possibility of improved familiars, which are featured in the same book, and some require a good Base Attack (which you have), meaning you can get yourself a winter wolf instead of a cat. Alternatively, you can swap it out to gain a Dark Companion, which lets you give enemies a -2 to saving throws. Take a few levels in Paladin of Tyranny, and you're looking at a -4 in total, which means enemies are going to be failing their saves a lot. And even then, you can still use the Obtain Familiar feat to buy yourself a familiar back - which is actually the better option, because of how familiars work.

When All Else Fails

Mike Mearls, the guy who created the hexblade, acknowledged that he'd fucked up a bit, and posted this on the WOTC forums. DMs will probably allow it, but ask first.

The hexblade suffers a little because he came on the scene relatively early in 3.5's life. As R&D pushes the boundaries of the game, we learn that some things we thought were risky or potentially broken aren't. Other times, we learn things that look fine don't actually work in play. Armored mages fall into the first category. Them seem really powerful, but in the long run they aren't. Spells and magic items allow an unarmored mage to build great defenses. The spell mage armor is as good as medium armor, and its duration allows most mages to keep it active at all times. If you compare the hexblade to the duskblade from PH 2, you can see how the thinking has changed. If you want to boost the hexblade, I'd try the following changes:

Good Fortitude save

Curse ability usable 1 + the hexblade's Cha modifier per day

Curse ability usable as a swift action

Curse ability does not count as used if the target makes his saving throw

Ability to cast in light or medium armor and while carrying a light shield or buckler

At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

The key to the hexblade is his curse ability, but it's a little un-fun to have it so limited in use. The hexblade also has trouble casting spells and using his melee attacks, so shifting spells to swift actions fits in with the idea of an armored mage. (These are by no means official. They're just off the top of my head changes I'd consider making.)

4th Edition D&D

Hexblades returned in Dungeons & Dragons 4th Edition as part of the Essentials array of Variant Classes. Presented in the splatbook "Heroes of the Forgotten Kingdoms", they're an alternate version of the Warlock... just why WotC thought they were needed, given 4e already had a solid gish base-class in the Swordmage is unknown, but then, Essentials was full of weird ideas. They went on to bring back the Bladesinger as a variant Wizard, after all.

4e Hexblades are still Arcane Strikers based on Charisma, just like their progenitors. The difference is that they are more aimed at close-range, fighting with an implement in one hand and a Pact Blade in the other. What's a Pact Blade? Well, like a true Warlock, Hexblades forge mystic contracts with powerful entities - the default Hexblade has access to the Fey and Fiend pacts, gaining a Star pact in Dragon #393 alongside a variant of the Fey Pact tied to a specific Archfey, an Elemental Pact in "Heroes of the Elemental Chaos", and a Gloom Pact in "Heroes of Shadow". Unlike Warlocks, Hexblades receive a physical manifestation of this pact in the form of an enchanted weapon specific to their patron. They have access to unique spells tied to their Pact Blade, and gain certain features based on their Pact as well. One unusual aspect is that, unlike the conventional Warlock, Hexblades are also Conjurers, with the ability to summon certain monster allies based on the combination of their level and their Pact.

Despite what you'd think, Hexblades are less MAD in this edition; their melee-based powers all key off of Charisma, same as their ranged spells, and unless for some reason you really want to rely on basic attacks a lot, that makes Strength a low priority. That said, you'll want to make either Dexterity or Constitution (for evading or tanking) your secondary ability score.

At 1st level, a Hexblade gains the class features of Pact Boon, Pact Reward and Pact Weapon. The Pact Weapon has certain universal rules; it can be summoned as a minor action so long as you are holding your implement in the other hand, and it only lasts as long as you both will it and you maintain your hold on both items. A pact blade has its own proficiency bonus and damage die, but shares your implement's enhancement bonus, critical hit effect, properties and powers. It can't be enchanted separately. When you use a power associated with your pact weapon and the power has both the weapon and the implement keyword, you are considered to be wielding both your pact weapon and your implement for the purpose of feats and other game elements.

At 3rd level, it gains the Improved Pact Weapon feature, which lets it use its Pact Blade's associated Encounter power 2/encounter..

At 4th level, it gains the Lesser Planar Ally feature, which lets them summon a tiny spirit to serve as a spy or scout 1/day.

At 7th level, it gains the Pact Weapon Retribution feature.

At 9th level, it gains the Summon Warlock's Ally feature.

At 11th level, it gains the Hexblade's Action, Pact Aspect and Pact Curse features.

At 12th level, it gains the Pact Invocation feature.

At 16th level, it gains the Improved Pact Boon feature.

At 17th level, it gains the Superior Warlock's Ally feature, which grants its Warlock's Ally a +3 bonus to damage rolls.

At 20th level, it gains the Pact Transformation feature.

At 22nd level, it gains the Master of Magic feature. This s a Daily Utility power unique to epic-level hexblades, which can target either the hexblade itself or an ally in a 5-square burst. The target can either be teleported 20 squares, spend a healing surge & make a saving throw with a +5 bonus, or gain the Insubstantial trait (at the cost of being Weakened) until either the encounter ends or they spend a minor action to end the effect.

At 25th level, it gains the Greater Summon Warlock's Ally feature.

Hexblade Pacts

Fey Pact

Strangely, the default version of the Fey Pact for Hexblades is associated with the archfey of the Winter Court, giving you a reliance on cold damage. This may be a result of the more limited designs of Essentials classes needing stricter defined power-sets.

Pact Boon: You can use your Dexterity modifier (with a cumulative +2 bonus at levels 5, 15 and 25) as a damage bonus to your warlock attack powers. It also applies to the damage rolls of your Warlock's Ally from 9th level onwards.

Pact Reward: Soul Step, an at-will (though 1/round) teleport of squares equal to your Dex modifier triggered when you drop a creature to 0 hit points or an adjacent creature drops to 0 HP.

Pact Weapon: The Blade of Winter's Mourning, a one-handed melee light blade made from an unearthly blue metal. It has a proficiency bonus of +3, uses a d10 damage die, and grants access to the at-will & encounter attacks Icy Skewer and Piercing Shard, respectively.

'Pact Weapon Retribution: Winter's Retributive Escape, an encounter attack power that lets you teleport away from an enemy's melee attack whilst inflicting cold & psychic damage.

Summon Warlock's Ally: You can summon a Wood Woad, a humanoid plant armed with a big club, tough skin, and driven to protect you.

Hexblade's Action: When you spend an action point, you can use a free action to turn invisible and teleport Dex modifier squares, either before or after you take the extra action. You remain invisible until the end of your next turn.

Pact Aspect: +2 to Bluff checks, +1 to Speed.

Pact Curse: You can use the Curse of Shattered Armor 1/encounter. This inflicts 3d10 + Cha modifier damage on an enemy within 5 sqaures and causes them to grant combat advantage until the end of your next turn.

Pact Invocation: You can use the Fey Invocation 1/day; until the encounter's end, roll a D20 whenever you take damage. You double the damage on a 1-2, halve it on a 10+, and take it as normal otherwise.

Improved Pact Boon: When you use Soul Step, you become invisible to your enemies until the end of your next turn.

Pact Transformation: The Feywild Transformation can be invoked 1/day. Until the encounter's end, you gain a +2 power bonus to Reflex and Will, can teleport up to 3 squares as a move action, and, 1/round, can use the secondary power, which inflicts psychic damage on all creatures within a close burst 1 and renders you invisible to any of them that you hit until the end of your next turn.

Greater Summon Warlock's Ally: Your Greater Ally is a Frostbite Treant, a treant from the wintery regions of the Feywild that thusly wields gouts of cold and soul-sucking limbs to protect you by destroying your enemies.

Fey Pact of the White Well

Pact Boon:

Pact Reward:

Pact Weapon:

'Pact Weapon Retribution:

Summon Warlock's Ally:

Hexblade's Action:

Pact Aspect:

Pact Curse:

Pact Invocation:

Improved Pact Boon:

Pact Transformation:

Greater Summon Warlock's Ally:

Fiend Pact

Pact Boon:

Pact Reward:

Pact Weapon:

'Pact Weapon Retribution:

Summon Warlock's Ally:

Hexblade's Action:

Pact Aspect:

Pact Curse:

Pact Invocation:

Improved Pact Boon:

Pact Transformation:

Greater Summon Warlock's Ally:

Star Pact

Pact Boon:

Pact Reward:

Pact Weapon:

'Pact Weapon Retribution:

Summon Warlock's Ally:

Hexblade's Action:

Pact Aspect:

Pact Curse:

Pact Invocation:

Improved Pact Boon:

Pact Transformation:

Greater Summon Warlock's Ally:

Gloom Pact

Pact Boon:

Pact Reward:

Pact Weapon:

'Pact Weapon Retribution:

Summon Warlock's Ally:

Hexblade's Action:

Pact Aspect:

Pact Curse:

Pact Invocation:

Improved Pact Boon:

Pact Transformation:

Greater Summon Warlock's Ally:

Elemental Pact

Pact Boon:

Pact Reward:

Pact Weapon:

'Pact Weapon Retribution:

Summon Warlock's Ally:

Hexblade's Action:

Pact Aspect:

Pact Curse:

Pact Invocation:

Improved Pact Boon:

Pact Transformation:

Greater Summon Warlock's Ally:

5th Edition D&D

In 5e, hexblades work differently yet again. They ultimately figured "you know what, screw it; this is basically a gishy warlock" and tried to make it work from that angle.

In the PHB, warlocks are presented with the "Pact of the Blade" class feature. This gives the warlock a free magical weapon that they can power up via various "Eldritch Invocations" and which they can turn into whatever shape they want. It was...underwhelming, because the warlock was still a caster class first and foremost, making it very squishy. Still, at least it tried.

Then, "Hexblade" was added as an actual subclass for the warlock. Whilst the fluff was atrocious, not least of which was that you were somehow drawing power from an intelligent magical weapon - and didn't need to take the Pact of the Blade feature, the mechanics are... well, decently solid. his pledge makes the warlock more of a melee combatant, in the vein of the class it takes its name from; their two level 1 features are Hexblade's Curse (1/short rest, place a curse on a foe within 30ft that makes your attacks more likely to hit and heals you if they die whilst cursed) and Hex Warrior (you can enchant one-handed weapons you are proficient with to use Charisma for their attack & damage rolls; if you've the Pact of the Blade, your Pact Weapon always has this trait no matter the form it takes, also you get free proficiency with medium armor, shields and martial weapons). At level 6, they gain Accursed Specter (raise a slain humanoid as a loyal specter 1/day). Their level 10 feature, Armor of Hexes, buffs up their curse by letting the warlock negate a cursed opponent's attack against them on a 4+. Finally, at level 14, they get Master of Hexes, which lets them forgo the healing effect for dropping a cursed opponent to instead immediately reapply that curse to a fresh opponent. Its bonus spells are close-ranged, a mixture of protective spells (shield, blur, blink) and temporary weapon enchantments - the only exceptions are Phantasmal Killer and Cone of Cold.

Dungeons & Dragons 3rd Edition classes
Player's Handbook BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizard
Player's Handbook II BeguilerDragon ShamanDuskbladeKnight
Complete Adventurer ExemplarNinjaScoutSpellthief
Complete Arcane WarlockWarmageWu jen
Complete Divine Favored SoulShugenjaSpirit Shaman
Complete Psionic ArdentDivine MindEruditeLurk
Complete Warrior HexbladeSamuraiSwashbuckler
Dragon Compendium Battle DancerDeath MasterJesterMountebankSavantSha'irUrban Druid
Dragon Magazine Sha'ir
Dragon Magic Dragonfire Adept
Dungeonscape Factotum
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Miniatures Handbook Favored SoulHealerMarshalWarmage
Ghostwalk Eidolon (Eidoloncer)
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Psionics Handbook PsionPsychic WarriorSoulknifeWilder
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War of the Lance Master
Wizards's Website Psychic Rogue
NPC Classes AdeptAristocratCommonerExpertMagewrightWarrior
Second Party MarinerMysticNobleProphet
Class-related things Epic LevelsFavored ClassGestalt characterMulticlassingPrestige ClassRacial Paragon ClassTier SystemVariant Class
Dungeons & Dragons 4th Edition Classes
Player's Handbook 1 ClericFighterPaladinRangerRogueWarlockWarlordWizard
Player's Handbook 2 AvengerBarbarianBardDruidInvokerShamanSorcererWarden
Player's Handbook 3 ArdentBattlemindMonkPsionRunepriestSeeker
Heroes of X Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch*
Settings Book ArtificerBladesinger* • Swordmage
Dragon Magazine Assassin
Others Paragon PathEpic Destiny
*·: Non-AEDU variant classes